Bigworld
One of the first complete engines designed specifically for the massively multiplayer online market, BigWorld developed out of research at Australia's longest-established game studio, Micro Forte.
It has since spun-out into its own company, and eight years on continues to prove popular both with Eastern publishers such as Japan-based GungHo Online and Chinese online giant Netease as well as US outfits like Cheyenne Mountain and John Romero's Slipgate Ironworks.
Technology-wise, it's split into four basic components: a dynamically load-balanced server infrastructure that can supply a large, contiguous world; live server deployment and maintenance tools; a DirectX 9-class game client including integrated physics and AI; and a collaborative development environment including world, model and particle editors.
The Python scripting language is an important element, enabling you to customise in-game elements without direct code.
Future client features being worked on include new lighting and terrain engines as well as optimization for low-end hardware -- something that is particularly important in terms of ensuring the widest possible audience for online games.
More general planned improvements such as language support for Mandarin, Japanese and Russian, plus better terrain importers and exporters, are expected during 2008.
Bigworld Technology Suite
Features: Dynamic load-balancing server with web console tools such as cluster control and log viewer; client including terrain, animation, special effects, and path-finding engines; world, model and particle editors
Platforms: Linux (server), Windows (client) plus support for Xbox 360, PlayStation 3 and mobile devices
Integration with Other Technologies: Diamondware, Scaleform, Spatial Voice, SpeedTree, Umbra, and Vivox, plus plug-ins for 3ds Max and Maya
Cost: Includes up-front license, ongoing royalty and annual support fee
Released Games Include: Dark and Light (Farlan), Kwari (Kwari)
Games in Development Include: House of Flying Daggers (T2CN), Stargate Worlds (Cheyenne Mountain), TBA (Slipgate Ironworks), TBA (VUG/Sierra Online), TBA (38 Studios), TIAN XIA 2 (Netease)
www.bigworldtech.com

Kwari
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On a related note, I'm pleased to find that there's more support for Linux than I previously thought. I'll have to look at a couple of them closer.
> It's safe to say Epic's Unreal Engine 3 is the current,
> de facto industry standard middleware
It's safe to say that it's currently the most popular 3rd party engine for AAA current-gen titles. That's not really the same thing as being a de facto industry standard. You wouldn't say the Ford Focus is the de facto standard for UK cars, just because it has the largest market share. By definition a de facto standard has to be so completely ubiquitous that anything other than it seems odd - that's not Unreal 3's status.
Like: Unity, Unigine, StemCell, NeoAxis, Quest3D.
And much more, there are Game Engines very good and the prices is more low.
Shouldn't this article be called "List of expensive commercial engines" ?
Why not the Nebula engine?
Or ... well.... the list is long: http://en.wikipedia.org/wiki/List_of_game_engines
Game engines have come a long way in the last few years and the commercial engines that had the market to themselves need to realise that they face competition and need to restructure thier licensing. the engine with the best tools and licensing will make a lot of money.